uniform float distX;
uniform float distY;
uniform float distZ;

uniform float phaseX;
uniform float phaseY;
uniform float phaseZ;


void main()
{
 
 

 
 gl_TexCoord[0] = gl_TextureMatrix[0]*gl_MultiTexCoord0;
 gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord0;
 

 
 
 vec4 pos = vec4(gl_Vertex);
 
 pos.x = pos.x + (sin(phaseX+(pos.x*0.06))+2.0)*(distX*0.01+pos.x*distX*0.01);
 pos.y = pos.y + (sin(phaseY+(pos.y*0.06))+2.0)*(distY*0.01+pos.y*distX*0.01);
 pos.z = pos.z + (sin(phaseZ+(pos.z*0.06))+2.0)*(distZ*0.01+pos.z*distX*0.01);
 
 vec3 n = (gl_NormalMatrix * gl_Normal);
 gl_Position= gl_ModelViewProjectionMatrix*pos;

}
